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Awesome. (Gaming)

by CruelLEGACEY @, Toronto, Wednesday, December 20, 2017, 07:23 (2291 days ago) @ cheapLEY

Thanks for sharing this.

The use of procedural generation for all the little world details like flowers along riverbanks or different bird sounds at different elevations was particularly clever.

The other thing that struck me was how much sway the narrative designer was allowed when it came to design issues. Seems like they built a true partnership between the narrative team and the game designers, with both teams accommodating each other and helping each other achieve their goals. I could be way off on this, but my understanding is that most studios operate with the design team taking the lead, and then the narrative team is tasked with working around that. (I’m oversimplifying, obviously... I’d love to hear from anyone who works in game development on this)


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